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General Tabletop Discussion
*TTRPGs General
RPG Design - Resolution system
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<blockquote data-quote="Puddles" data-source="post: 8782881" data-attributes="member: 7026093"><p>My thoughts are if the game is a typical adventure RPG with combat, you should focus first on your attack sequence and then derive your general resolution mechanic from that. </p><p></p><p>For example, D&D uses a variation of D20+modifiers vs a target number for both combat and for general resolution. The attack sequence has 2 steps, attack roll and damage roll, whereas the general resolution mechanic has 1 step that is similar to the attack roll. </p><p></p><p>The reason I would focus on the attack sequence first, is that it usually has a bit more going on and it also opens up more design space (mainly weapons and damage allocation) that is good to get nailed down early. </p><p></p><p>For example, you might want certain weapons to have specific roles such as one that is better against a well armoured foe but worse against a unarmed foe. Fleshing out your attack sequence will help you solve these questions first, and once that’s starting to take shape you can then look to deriving a simpler mechanic from it as your general resolution mechanic. </p><p></p><p>For me that’s the easier approach than creating a general resolution mechanic first and then struggling with weapon design down the road because the design space is too limited.</p><p></p><p>I appreciate this is very combat focused, but it’s how I always approach TTRPG design myself.</p><p></p><p>I hope that helps!</p></blockquote><p></p>
[QUOTE="Puddles, post: 8782881, member: 7026093"] My thoughts are if the game is a typical adventure RPG with combat, you should focus first on your attack sequence and then derive your general resolution mechanic from that. For example, D&D uses a variation of D20+modifiers vs a target number for both combat and for general resolution. The attack sequence has 2 steps, attack roll and damage roll, whereas the general resolution mechanic has 1 step that is similar to the attack roll. The reason I would focus on the attack sequence first, is that it usually has a bit more going on and it also opens up more design space (mainly weapons and damage allocation) that is good to get nailed down early. For example, you might want certain weapons to have specific roles such as one that is better against a well armoured foe but worse against a unarmed foe. Fleshing out your attack sequence will help you solve these questions first, and once that’s starting to take shape you can then look to deriving a simpler mechanic from it as your general resolution mechanic. For me that’s the easier approach than creating a general resolution mechanic first and then struggling with weapon design down the road because the design space is too limited. I appreciate this is very combat focused, but it’s how I always approach TTRPG design myself. I hope that helps! [/QUOTE]
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